Contents

You can use your mastery of Sith Alchemy to create mutated abominations. You must have access to a willing (Or unconscious) creature to which you will apply the Sith Abomination Template or the Chrysalis Beast Template. You also need a medical lab outfitted for the process, which requires a number of days equal to creature's modified CL. You must spend a Force Point at the completion of the process to complete the transformation. A creature you have mutated is considered to be a domesticated creature, but for you only (Unless it was already a domesticated creature before its mutation).

As a Standard Action, you can perform minor alchemical alterations to a Melee Weapon you wield. For the remainder of the encounter, you gain a +2 Equipment bonus on attack rolls with that Weapon. Additionally, once before the end of the encounter, you can sacrifice this bonus as a Free Action to gain a +5 Equipment bonus on a single damage roll you make with that Weapon.

Your knowledge of Sith Alchemy allows you to imbue certain objects with the power of the Dark Side. You can perform any of the following Alchemical Transformations, though each time you do so, increase your Dark Side Score by 1.

Create Sith Amulet: You can create a Sith Amulet. The creation of a Sith Amulet requires 25,000 credits' worth of gems and other raw materials, and the creation process takes 1 week (This work can be spread out over several sessions and need not be consecutive). At the end of the process, you must spend a Force Point to complete the Sith Amulet, after which point it functions exactly as a Sith Amulet.

Create Sith Talisman: You can spend a Force Point to imbue a portable object with the Dark Side, creating a Sith Talisman that provides offensive strength to a Force Power. Creating the Sith Talisman takes a Full-Round Action. While you wear or carry the Sith Talisman on your person, you add 1d6 to your damage with Force Powers. You increase your Dark Side Score by 1 when you first wear or carry a Sith Talisman. You can have only one Sith Talisman active at any given time, and if it is destroyed, you cannot create another one for 24 hours.

You can modify an object with Sith Alchemy so that it gains a specific trait. Specific traits are listed in the Sith Alchemy Table, below. You can only perform one modification at a time. Unless otherwise noted, you cannot grant more than one benefit to a single object, and you cannot apply the same benefit more than once. You must spend a Force Point and devote 1 hour of uninterrupted work to apply a trait to the relevant object, and when you do so, you increase your Dark Side Score by 1.